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authorRay <raysan5@gmail.com>2019-05-17 01:17:40 +0200
committerRay <raysan5@gmail.com>2019-05-17 01:17:40 +0200
commit970f1e8ff15424ca2d96d89bf2871f0246835e9b (patch)
treebc093a8eaee29739e52642c233d0f9102e9db7cf /examples/text/resources/shaders
parentce87d2ced4dbe60f97d3ed48635231c222482b18 (diff)
downloadraylib-970f1e8ff15424ca2d96d89bf2871f0246835e9b.tar.gz
raylib-970f1e8ff15424ca2d96d89bf2871f0246835e9b.zip
examples review
Diffstat (limited to 'examples/text/resources/shaders')
-rw-r--r--examples/text/resources/shaders/glsl100/sdf.fs23
-rw-r--r--examples/text/resources/shaders/glsl330/sdf.fs (renamed from examples/text/resources/shaders/sdf.fs)0
2 files changed, 23 insertions, 0 deletions
diff --git a/examples/text/resources/shaders/glsl100/sdf.fs b/examples/text/resources/shaders/glsl100/sdf.fs
new file mode 100644
index 00000000..b4214d92
--- /dev/null
+++ b/examples/text/resources/shaders/glsl100/sdf.fs
@@ -0,0 +1,23 @@
+#version 100
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+const float smoothing = 1.0/16.0;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ // NOTE: Calculate alpha using signed distance field (SDF)
+ float distance = texture2D(texture0, fragTexCoord).a;
+ float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
+
+ // Calculate final fragment color
+ gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
+}
diff --git a/examples/text/resources/shaders/sdf.fs b/examples/text/resources/shaders/glsl330/sdf.fs
index 44d33e9b..44d33e9b 100644
--- a/examples/text/resources/shaders/sdf.fs
+++ b/examples/text/resources/shaders/glsl330/sdf.fs